Thursday, February 28, 2019

A brief visual retrospective of my Breath of the Wild playthrough

I've still got plenty to do in The Legend of Zelda: Breath of the Wild but I've made some progress on my days off. I've still only done three out of four of the game's major story dungeons and 40-something of the game's shrines, but I'm content with playing through at a leisurely pace. It is a game that rewards easy exploration. I tend to fall into this habit of sticking to a game's main story beats and not indulging in optional content, but I think I'd really be damaging my experience if I did that with this game.

Almost, Zelda.

And of course I wouldn't want to. My start with Breath of the Wild was a bit rough while I got used to the controls and the open-ended nature of the game. Now that I've unlocked some abilities, upped my stamina, and acquired several more hearts, it feels pretty gratifying to just pick a direction and start walking. I'm going to run into something eventually, whether it be a new shrine, an environmental puzzle that might reward me with another Korok seed, or maybe just some monsters I can slay for their hard-earned treasures.

I'm gonna have to get up there, aren't I?
The way I approach the game has definitely changed. There was an impulse at first to blitz through the Divine Beast dungeons and get to a point where I knew I could then finish the game, but now that I'm more accustomed to it, I really like the leisurely pace of just uncovering new things in the game's huge world. I'm less frustrated dealing with environmental hazards like heat and cold because my exploration has rewarded me with new tools to deal with these things. I have more stamina now so I can clamber over pretty much any mountain you put in front of me. The breadth of the world is at my fingertips now. It feels very empowering.

Take that, mountain.
I may not dedicate the hundreds of hours that some Zelda stalwarts have to this game because at the end of the day I play a lot of games and I'm eventually going to want to move on. However, I've already invested a lot more time in the game than I thought I might, and I sense a lot more hours are coming. I'm looking forward to solving more physics puzzles, tackling tougher enemies, collecting stronger weapons, and witnessing more fun moments. It's a game full of a lot of great moments.

This sand seal is my best friend.

I'm also looking forward to finding more interesting equipment, because right now my Link looks like some sort of camel-themed samurai. Camelrai?
Definitely Camelrai.

Wednesday, February 27, 2019

The accessibility of Pokémon

Nintendo announced today that the 8th generation Pokémon titles would be coming out on Nintendo Switch in late 2019 and be entitled Pokémon Sword and Shield. I'm excited! I have a lot of feelings about Pokémon and my interest in the series has waxed and waned over the years, but I've played through every main game in the series to date and I don't imagine that's going to change any time soon.

The landscape of Pokémon really did change drastically with the release of Pokémon GO and how it exploded in popularity. I have to wonder what kind of effect that could have on a new core RPG in the series. Sure, Pokémon Sun and Moon were technically released after the hit mobile game, but it was only a three month time frame so I don't imagine there would have really been any time for it to have an influence on the design of the game.

Pokémon Let's Go was definitely a reaction to the success of Pokémon GO in that it hybridizes elements of the mobile game with aspects of the original series. I have plans to dig into that game a little more in the coming months, but I have to say I'm not a fan of Pokémon GO itself just because it's a very transparent game. The augmented reality elements are neat, but for me it's not engaging as a game itself. From what I've played of Let's Go, it bridges the gap between the core series and the mobile game in some interesting ways, but it does seem to be effectively Pokémon Lite. The single player Pokémon experience isn't tremendously deep or challenging in the first place so I'm curious what I would get out of an ostensibly even more watered-down experience.

I think people tend to get a lot of different things out of Pokémon. For me, the series has always been fun because it affords me with the opportunity to assemble a team. I'm big on party composition in any game that allows you to do it, and Pokémon gives you a dizzying variety of ways to get a team together. Sure, there's not a pressing need to micromanage what your team has for the single player experience, but it's still fun to do. I would prefer if the games had at least the option for a higher difficulty level so it's necessary to make sure your team has type coverage instead of steamrolling through the opposition with a single high-powered critter.

On the other hand, there's a huge amount of strategy in playing against other human opponents. There's a diverse and complex metagame among the folks that play the game that way. I've dabbled in this myself and I understand how engaging that can be. I've never been a dedicated player of any competitive game, though, and the older I get, the more true this becomes. I've always craved a more challenging and interesting single-player experience in Pokémon because the mechanics certainly allow for it. I'm not getting my hopes up that this will happen in Sword and Shield, but I'm at least hoping that Game Freak learns from some of the mistakes Sun and Moon made in terms of over tutorializing and glacial storytelling.

I think Pokémon GO was successful because it focused on the core principle of the series and cut pretty much everything else out. Because of that, it was very accessible for a wide variety of people. I think it would be helpful for me to be optimistic and see Let's Go as a way of bridging the community of people who enjoyed GO into a more traditional Pokémon experience. I'm just wondering if there will be even more measures included in Sword and Shield to make the series accessible when if I had my way, the games would be including more elements to create depth. Maybe it's useless to speculate at this point and simply take reassurance from the fact that regardless of what happens, I'm going to be raising some cute monsters a few months from now.

Tuesday, February 26, 2019

January 2018 Catchup

It's not really like me to jump ahead in a series if I can avoid it, but I'm willing to make an exception in some cases, particularly when context isn't important. I still plan on playing The Witcher 3 one of these days and I'm not sure I necessarily have the patience to play through the first two games, even though I do own them on Steam. It's surprising that I decided to play Darksiders II: Deathinitive Edition before finishing the first game. I'd very briefly played the first title for PC a few years back and didn't dislike it, but as so often seems to be the case, I became distracted and moved on to other titles.

Based on what I've heard over the years about Darksiders, the first of the series is essentially a Western Zelda game with a big emphasis on exploration and puzzle solving. The second game definitely doesn't ditch those elements but ramps up the focus on action pretty considerably. The combat is honestly pretty similar to the classic God of War games, which doesn't really bother me because I do think those games are fun. Darksiders II feels very much like a game stitched together from very clear influences and as a result doesn't bring anything unique to the table. The whole "four horsemen of the apocalypse" idea seems a little played out, too. At the end of the day, it's a generic game but a pretty well-made one that I don't regret playing at all. The recent news regarding THQ Nordic makes me want to try the other games in that series considerably less, however.

I also finally got around to finishing Bravely Second: End Layer in January, having taken an extended break from Bravely after the first game's doozy of an ending. Bravely Second doesn't have nearly as frustrating a conclusion, but the game is still not quite what I want it to be. I can't call the characters bad but I don't personally find them interesting or memorable and at the same time nothing about the plot ever struck me as particularly notable. It is a game that I only wanted to play because of the combat and job systems. It does both of these things well but even there I'm frustrated by the endless grind of leveling up the various job classes available in the game.

What I remember most about Bravely Second is that it has some really wild and interesting classes to choose from. There's a class that specializes in cat-themed magic, for instance, a patissier, and even a class that can wield four weapons at once. This is all really silly and a ton of fun. The job system is definitely what made the game worth playing for me, but the combat still managed to disappoint me in a lot of ways. Although the Bravely mechanic of storing up and expending turns is still effective, I'm often frustrated by how little strategy you can employ in boss encounters. I can't help but think of Etrian Odyssey where it's frequently necessary to debuff or inflict ailments on bosses. Bravely is more about finding the most efficient way to deal tremendous amounts of damage in one all-or-nothing turn. That's fun in its own way, but I wish it wasn't the only way to go.

Metronomicon: Slay the Dance Floor is a rhythm-based RPG that strikes me as a variant of what Theatrhythm Final Fantasy was doing, but better. Theatrhythm was a good game because of its music, but its RPG elements were totally ancillary to the experience and almost never affected the outcome of the song you were playing. In Metronomicon, not only do you need to make sure you're hitting the correct notes at the correct time, but you also need to micromanage the actions of your party members by continuously changing lanes.

If there's anything about Metronomicon that I didn't like, it's only that I wanted more. I wanted more songs, more classes, and more spells to use in combat. The core design of the game is really good and I'd like to see that go further. I'm hoping that Metronomicon is the sign of a trend of games that mix rhythm gameplay with other genres. We already have Crypt of the Necrodancer as an example of rhythm mixed with roguelike. I know there are more out there that I'm not aware of!

Finally, the last game I finished in January 2018 Mario & Luigi: Bowser's Inside Story. I remember when I played it originally way back when it came out for Nintendo DS, I lost interest about 10 hours into the game. Many years later, I came to dismiss it as a mediocre entry in the series because I'd heard a lot of feedback online that the series sort of started to go downhill. I'm sad that it took me so long to get back to this one because I couldn't disagree more with that sentiment, at least in the case of this game. Bowser's Inside Story is incredibly charming and easily captures the humor and fun from Superstar Saga and honestly eclipses Partners in Time in quality. There's plenty of variety in gameplay modes whether you're traversing the passageways inside Bowser's massive body, controlling Bowser himself, or even participating in mini-game like moments where Bowser might lay siege to a castle.

The standard combat is as solid as ever with the series' traditional timing-centric turn-based gameplay. It's funny that a remake of this game came out not too long after I decided to revisit the original game, but since it's been so recent, I doubt I'm going to really try that one out. However, I'm really interested in trying Dream Team and Paper Jam because maybe the online reaction I've heard isn't going to resonate with my own personal experience. There's always something to enjoy in these games, but at least in the case of Bowser's Inside Story, there's not really anything bad I can say about it at all.

Monday, February 25, 2019

End of Year 2017 Catchup

Because I'm obsessed with making lists and categorizing things, I thought I'd do a brief rundown of all the games I played in 2017. I've dedicated at least a paragraph to each of these games already, so I want to step back and talk about them as a whole and maybe discuss some stats for the year. All told, I finished 40 games in 2017 but I devoted significant time to at least 51. What follows is the list of games I finished.

1. Persona 2: Eternal Punishment (PS1/PSP) - January 9th
2. Oxenfree (PC) - January 12th
3. Evoland (PC) - January 12th
4. Evoland 2: A Slight Case of Spacetime Continuum Disorder (PC) - January 15th
5. Shin Megami Tensei: Persona 3 Portable (PSP) - February 2nd
6. Mega Man ZX (NDS) - February 6th
7. Freedom Planet (PC) - February 10th
8. Horizon Zero Dawn (PS4) - March 3rd
9. Persona 4 Golden (PSV) - April 1st
10. Persona 5 (PS4) - April 28th
11. Dragon Quest V: Hand of the Heavenly Bride (NDS) - May 5th
12. Cosmic Star Heroine (PS4) - May 6th
13. Phoenix Wright: Ace Attorney - Spirit of Justice (3DS) - May 27th
14. Emily Is Away (PC) - May 31st
15. The Legend of Heroes: Trails in the Sky the 3rd (PC) - June 9th
16. Emily Is Away Too (PC) - June 10th
17. Abzu (PS4) - June 11th
18. Gone Home (PS4) - June 11th
19. Geometry Wars 3 Dimensions: Evolved (PS4) - June 16th
20. Everybody's Gone to the Rapture (PS4) - June 19th
21. Azure Striker Gunvolt (3DS) - June 23rd
22. Knights of Pen and Paper (PC) - June 26th
23. Azure Striker Gunvolt 2 (3DS) - June 29th
24. Knights of Pen and Paper 2 (PC) - July 4th
25. Fire Emblem Echoes: Shadows of Valentia (3DS) - July 23rd
26. Final Fantasy XII: The Zodiac Age (PS4) - August 12th
27. Pokémon Moon (3DS) - August 13th
28. Mega Man ZX Advent (NDS) - September 6th
29. Final Fantasy X (PS4) - September 15th
30. Hiveswap: Act 1 (PC) - September 16th
31. Final Fantasy X-2 (PS4) - September 26th
32. Mega Man 7 (PS4) - September 28th
33. Mega Man 8 (PS4) - September 30th
34. The Walking Dead: Season One (PS3) - October 2nd
35. The Walking Dead: Season Two (PS4) - October 8th
36. The Banner Saga (PC) - October 8th
37. Soul Blazer (SNES) - October 11th
38. Horizon Zero Dawn: The Frozen Wilds (PS4) - November 23rd
39. Final Fantasy Record Keeper (Android) - December 7th
40. Downwell (PS4) - December 15th

Here are the games I played more than a few minutes that I never finished.

1. Final Fantasy XIV: Heavensward (PC) - January
2. Stories: The Path of Destinies (PC) - January
3. Child of Light (PC) - February
4. Dark Souls: Prepare to Die Edition (PC) - February
5. Hatsune Miku: Project DIVA Future Tone (PS4) - March
6. Nioh (PS4) - March
7. XCOM: Enemy Unknown (PC) - October
8. The Banner Saga 2 (PC) - October
9. Shantae and the Pirate's Curse (Wii U) - October
10. Darkest Dungeon (PS4) - October
11. Nier: Automata (PS4) - October

Looking back on that list of unfinished games really makes me want to consider a few to revisit, maybe on different platforms. I have the Banner Saga Trilogy on PS4 for instance and I've been meaning to get back to it for awhile. In the meantime, though, let's look at some stats!

Most Used Platforms
PS4: 15 games
PC: 11 games
3DS: 5 games

Most Played Genres
RPG: 21 games
Narrative: 10 games
Action/Platformer: 8 games

Well, I definitely have some clear preferences. I think RPG is maybe too broad a category at this point, but once you start breaking things down into subgenres, things start to get a little muddled. Sure, I played several strategy RPGs and a couple of Western RPGs and plenty of Japanese ones, but at the end of the day, they're all RPGs. Even "Narrative" is a pretty nebulous category since I lumped in point-and-click adventure games with "walking simulators."

I'm interested to also do this for 2018 as well after I go through those games. I think the stats are going to end up being quite a bit different.

Sunday, February 24, 2019

November and December 2017 Catchup

At this point of the year I really slowed down on finishing games. As I mentioned in my last entry, there was a pretty huge gap between the last game I finished in October and the first I finished in November. As it turns out, I only finished one game in November and it wasn't even a full game! It was Horizon Zero Dawn: The Frozen Wilds, the game's DLC expansion.

The Frozen Wilds added a couple of really fearsome new enemy types, a handful of weapons, and a new snowy region, all of which were valid reasons to return to a game I already enjoyed tremendously. Horizon was one of the last games I ever did a video review on and it would have been nice to return to it and maybe do an updated video, but by the time this expansion came out, I was pretty much done making videos entirely. Still, it was a really interesting expansion. The main game featured a pretty nice variety of enemy types already, but the new machines were nice to see. I had many exciting encounters with what I can only describe as a giant mechanical polar bear.

There were a slew of new elemental weapons introduced which were pretty fun to use. Horizon already has a pretty big emphasis on the elements associated with different weapon, whether it be slings that fire ice bullets or bows that fire electric arrows. These particular weapons were more like those elements distilled. The Forgefire for instance is essentially just a flamethrower, and the Icerail an ice variant of it. I would have preferred a little more emphasis on melee combat, though, which is one of the real weak points of the game in the first place. The story of the expansion doesn't have a lot of relevance to the overall narrative arc but it does add some flavor to an already lore-heavy game in learning about the reclusive Banuk tribe inhabiting the snowy north.

Looking back, it starts to become a little clearer why I might have started finishing fewer games at around this time. I'm almost ashamed to even reflect on it now, but I started to harbor a terrible addiction... to a mobile game. I now consider it a learning experience because it has encouraged me to never fall into the same trap again because it ended up eating a lot of my time and I got very little out of it at the end of the day. That game was Final Fantasy Record Keeper.

I don't know why I even decided to play it in the first place and I'm sure that when I started, I had no intention of playing it for more than a few minutes. Somehow, though, it got its hooks in me and I was spending most of my free time on it. It got to the point that playing Record Keeper at home became a banned activity. So, I played it at work or every other free moment I had. I maintained a spreadsheet of the items that I'd found. I started to spend money on the game. I justified it because I was spending a dollar here, a dollar there. I don't know how much I ended up spending in the long run but it's safe to say it's more than the game is worth.

Let me give some context on this here really quick. Record Keeper is what's called a gacha game--which is funny, because that's pronounced like "gotcha" and it kind of feels like that's what the game is doing to you most of the time. Gacha games are from a Japanese tradition in which in-game currency is accrued through completing quests or missions and then spent on what are essentially loot boxes to get new stuff. In the case of Final Fantasy Record Keeper, this new stuff consists of new weapons and armor for your heroes. What drew me in initially is the fact that almost every single Final Fantasy character you can think of is a playable character in the game. Not only that, the graphical style most closely resembles Final Fantasy VI, my favorite main-series Final Fantasy game. The combat system is superficially similar to it as well in that it uses the classic Active Time Battle mechanic in place for every Final Fantasy from IV to VII.

Right out of the gate, Final Fantasy Record Keeper was cashing in on my intense nostalgia for classic Final Fantasy by drawing me in with the prospect of playing as my favorite childhood heroes and reliving experiences from those games. While doing so, I had the opportunity to unlock new pieces of gear and equipment that also pay homage to these games. It all sounds pretty cool on the surface, but the more you play the game, the more the cracks start to show. The amount of grinding and constant playing required to get the amount of currency you need to get new weapons is excessive. I became addicted to it, though, and played hundreds upon hundreds of battles to complete all of the game's static content. New events would release every single week and then that content would go away forever after a certain period of time. In order to make sure I was acquiring as much currency as possible and experiencing all the game had to offer, I had to play enough to make sure I had time to complete whatever content was available before it expired. It started to feel like work--but I kept doing it because I had built up some sort of bizarre obligation to play this game I was no longer even enjoying. I was trying to power up my characters to their fullest extent and fill out their extensive arsenals but rarely stopped to examine why I felt this was still necessary.

In December, I finished all of the available Realm Dungeons, which are essentially just constant battles that loosely retell the events of various Final Fantasy games. There are hundreds of them. It took a considerable amount of time. After I was done with that, I played through the Elite variants of these dungeons as well and also completed other challenges called Nightmare dungeons and then started working on a new tier of challenges called Magicite. The game continued to escalate to higher and higher levels of difficulties that required better and better gear to stay competitive. I realized even at the time that the game was structured in a way that encouraged me to spend money to stay ahead of the curve, but I stubbornly continued to play anyway.

I did finish one more game in December and that was Downwell, an absurdly addictive platformer originally developed for mobile devices. I played it on PS4 and am still a little unsure how well the game might control using a touch screen. It's a really interesting concept though, in that the primary goal of the game is to fall down an endless well and take out enemies by bouncing off of them or shooting them with your gunboots. Falling for long streaks without hitting any surface is rewarded with more money which can of course be used to purchase upgrades from shops you encounter along the way. In an interesting twist, these shops stop time if you fall into them without hitting the ground. When you exit, you can freely continue your combo to make sure you acquire more money.

Downwell was actually one of my favorite games I played that whole year and I never heard anyone talking about it that much. It's extremely difficult and rewarding to master. I still go back to play it sometimes to this day.

That's it for 2017, though! I'll probably do one more entry on this year just to sort of wrap everything up, and then I'll move on to what I missed in 2018!

Saturday, February 23, 2019

Bite-sized strategy gameplay in Into the Breach

Subset Games was responsible for 2012's FTL: Faster Than Light, a roguelike set in space that I enjoyed a lot. It's extraordinarily difficult as so often the odds are stacked against you. The goal in that game was to simply reach Federation headquarters and defend it against the opposing Rebel Flagship. Along the way you encounter much opposition not only from rebels but from obstacles in space and other hazards. Because so many of the game's elements are randomly generated, every run is a little different. It was exciting in a very addicting way to keep trying run after run, hoping that maybe you end up with better tools at your disposal the next time around. To this day I have not completed a run of this game!

Into the Breach is a new game from this developer that on the surface is very different from its predecessor. There are still randomly generated elements and ways to unlock new content as you complete additional runs, but the gameplay itself is more akin to a turn-based strategy RPG. Players command a squad of three mechs that are tasked with liberating various regions on an island. Once a certain number of regions have been liberated, the opposing alien force will attack the area's headquarters and you'll engage in a battle there to save the island itself. There are four islands in total, only two of which must be completed in order to advance to the final area. I haven't completed a run of this game either but I feel a bit more confident I can do so than with FTL, which always seemed completely out of the realm of possibility.

What I like a lot about Into the Breach so far is that the strategy is really engaging. Each of the mechs at your disposal does something very different from other mechs. I've only unlocked about six of them so far, consisting of two different squads, but there is a lot of deceptive nuance in the simplicity of what these mechs do. The starting squad is really straightforward in that it contains a melee, ranged, and artillery mech. The second squad is a little more advanced in that it contains a jet mech that can leapfrog enemy aliens to attack, and then there's a rocket mech that litters the battlefield with damaging exhaust after firing.

All of this is cool enough on its own, but what really sets Into the Breach apart from other strategy RPGs is that you're able to see what actions the enemies will take before it actually happens. This sounds pretty strange on paper but in the game itself it totally works. Every action you take is a response to your enemy's projected future action. This is explained in game by the fact that the characters you assume control of are time travelers sent back in time to save the world from an alien invasion.

It might sound like knowing all of your enemy's moves in advance makes the game easier, but that's certainly not the case. It's a mechanic that makes things a little more even, but the odds are still hilariously stacked against you. Your squad contains no more than three mechs at a time and new aliens pop out of the ground every single turn. Each mission only lasts five turns, but that's more than enough time to get overwhelmed. Seeing the future actions of opponents allows you to manipulate the battlefield to prevent them from destroying towns or permanently taking pilots out of commission. Much like FTL, Into the Breach features permadeath. Mechs are capable of being deployed on auto-pilot, but the unique skills of pilots greatly increase a mech's utility, so it's still very punishing to lose one.

Into the Breach has that satisfying gameplay loop of not being very time-consuming to play, but also being very challenging. Runs end quickly and brutally, but it's not at all difficult to reroll and try again, hoping things proceed a little differently. Maybe you try a different mech lineup this time, or try to achieve a different goal to unlock one of the game's achievements. These achievements award coins that allow you to purchase additional squads of mechs. Considering the level of variety available from just the first two squads, I'm really excited to see what else the game has to show me.


Friday, February 22, 2019

The Problem of Finishing Games

I have a palpable need to finish games. This has been true for a long time, but I know it wasn't always the case. I have vague memories of abandoning many games as a child, only to resume them years later. I can think of one specific instance where I finished FFVII, VIIII, and IX in one weekend because I'd reached the end of all of them and lost interest. I can't even imagine that happening to me now. If I've put a significant amount of time into a game, I'll make sure I finish it. Sure, there are rare exceptions, but for the most part I tend to follow through.

I've been wondering lately, though, if that's really the best way to do things. I catalog the games I finish on Backloggery and I think it's a big part of why I treat games the way I do. Every game I finish is filling up this invisible progress bar I have in my mind. It's satisfying when I finish several games in succession, but I also feel because I hold myself to finishing games, I sometimes end up spending more time with game I don't like all that much. I doubt I would have finished Mega Man ZX or ZX Advent if not for my need to systematically complete series and document the games I've beaten. Would I have subjected myself to playing through the entirety of Persona 2: Eternal Punishment if not for my need to document beaten games? Probably not. At the same time, though, I acknowledge that not finishing it would have left me with a sense of tremendous anxiety, because the plan all along way to play it first as part of a Persona marathon and not playing it to completion would have soured the whole experience for me.

Of course, there are games that I didn't particularly care for that I decided not to invest time into finishing--but sometimes I think about them and consider revisiting them just for the sake of completion, just so I don't have a game in my library that's sitting there, unfinished. I think of the ludicrously difficult Nioh, which I've barely made progress in. I think of Bloodborne, so universally lauded and critically acclaimed. I have trouble engaging with these games but I want to force myself to finish them just so I have that context to enrich my perspective on the gaming zeitgeist. And maybe I'll learn to like them? It's happened before. Like I've mentioned on this blog, I once refused to even give shooters a chance.

Even with games I like, I think it's probably time for me to acknowledge that I don't necessary need to play all the way through to still consider it a positive experience. I really love FTL and suffer anxiety at the thought that I may never actually finish a run of the game. I've made it to the final boss several times but am thwarted every single time. I still enjoy the game up to that point. Maybe that should be enough? I really want to get back to XCOM, which means I'd want to play XCOM 2. I played probably through 90% of Pillars of Eternity and have been considering repurchasing it on PS4. But is it necessary when I've already experienced so much of the game? What if I want to play Pillars of Eternity II? Do I necessary need to go back and play through the original in its entirety? Logic says no, but because of my tendency to obsess on the documentation and completion of games, I instinctively want to.

Forcing myself to play through games isn't always a negative experience, though. Yeah, sometimes it means I play all the way through games I don't like all that much, but it does often leave me with interesting impressions and a deeper understanding of certain things. I like to understand why people like certain games or certain aspects of games. I still don't completely understand Dark Souls/Bloodborne but have invested a decent amount of time trying to figure that out. Is it necessary to continue when I'm not totally feeling it? Probably not, but that doesn't stop me from wanting to do it. Nier Automata is sort of another example. It's hard for me to justify playing through that game multiple times to get the full experience but I still frequently consider going back to it even if I'm not necessarily having fun.

I think it's all about my motivation. If my motivation is to create something from my experience, then it's okay for me to continue playing even when I'm not feeling it. Maybe I'm wanting to write a review or need the context for some sort of writing project. But if I'm just trying to tick a checkbox or up my number of games beaten, then I'd say it's safe to say I can give myself a break. That gives me plenty of wiggle room, I think.